Pokemon LeafGreen Version - In-Game Team Building FAQ

At least once a day as I scroll down the IGN Pokemon board I see something to the extent
of "wuts a good team to get thru the game", or, 'wut starter did u pick/should
i pick?". So, I have decided to make a guide for beginners about how to set-up
a team to get through the game. If you disagree with anything I say, I
apologize. But in my opinion, I find the following statements to be of use.
Also, for the sake of argument, G/S/C Pokemon you can capture in FR/LG only
after defeating the Elite Four are not mentioned because the point of this
guide is only to get you up to that point.
The first thing that should be noted is that this guide is only intended for
you to get through the bulk of the game. The Pokemon mentioned here are
certainly not going to be good choices for any form of a real team in the
longrun. To be realistic, it's going to be near impossible to train a real
team while playing through the game at the same time. The Pokemon you aquire
early in the game are likely going to have poor natures and/or DVs, and will
inevitably be EP-screwed as you battle trainers. My advice is to wait until
you've beaten the game before attempting to form a real team. By this time,
you should have quite a few TMs, access to enough Pokemon to breed for desired
egg moves or to pass down rare TM moves, and have access to anywhere in
Hoenn/Kanto where you would want to EP train your Pokemon.
With that being said, let's begin:
THE STARTER
Quite a hot-topic for players who are new to the world of Pokemon. Which
starter to pick? As you probably know, the starter you decide to pick will be
the only one of the trio you'll be able to aquire for the remainder of the
game. If you're playing Ruby or Sapphire, I suggest you save just in front of
Prof.Birch's backpack and select the starter you want. If it isn't female,
soft reset. All three Hoenn starters have egg moves that you are going to
eventually want. If you're playing FireRed or LeafGreen, you'll have access to
Ditto - So don't worry about this step. Now then, let's look at the starters
and their strong points.
Hoenn Starters:
MUDKIP
Mudkip starts out as a pure Water-type, but will eventually evolve into the
tankish Water/Ground-type Swampert. What Swampert lacks in speed it more than
makes up for in defenses and HP. Becoming a Water/Ground mix also means that
it will be double-weak to Grass-type attacks. But, luckily for you, that is
this type mix's one, and only, weakness. Just be sure to keep Marshtomp and
Swampert away from anything you suspect may have a Grass-type attack.
TREECKO
A true gem to those who can appreciate the benefits of speed. While most Grass-
types have a reputation for being slower than dirt, Treecko is one fast little
bugger from the get-go. At level 29, Groyvle will learn the game's most useful
Grass-type attack - Leaf Blade. This move is exclusive to Groyvle/Sceptile
(Treecko never learns it, so avoid holding-off evolution)and is, basically, a
Grass-type version of the attack Slash.
TORCHIC
This pure Fire-type will later evolve into a dual Fire/Fighting-type Pokemon.
With decent speed and mammoth attack, the final evolution, Blaziken, is a
direct-battler's best friend. Capable of sweeping entire teams of the poorly-
trained Pokemon in-game trainers love to use, you'll have little to worry
about.
Kanto Starters:
SQUIRTLE
Squirtle starts out as an average water-type, but once it finally evolves into
Blastoise its defenses make it somewhat tankish. Blastoise's special attack is
also decent, and allows it to exploit a STABed Surf better than most other
Water-types found in Kanto.
BULBASAUR
Bulbasaur is a great pick for beginners, and makes the first few Gyms a
breeze. Like most classic Grass-types, Bulbasaur and, by extension, its
evolutions also bear the Poison type. Because all Poison-type Pokemon are
immune to the Poison status effect, this will benefit you greatly against the
relentless barrages of Poison Stings you'll have to endure before reaching the
end of your journey. Bulbasaur also learns Leech Seed at level 7, and then
Sleep Powder at level 15. Quite a useful combo for stalling until its HP is
recovered when you're far from a Pokemon Center.
CHARMANDER
If you like the Fire-type, then go with Charmander, because you won't have the
oppertunity to capture any other Fire-types for a while. Be warned, however,
that choosing Charmander makes the first two Gyms far more tedious. Charmander
learns Metal Claw, at level 13, which will help against Brock, but there's not
much it can do against Misty. Although Charizard is quite popular, it's not
all that great of a Pokemon. And, although it's Flying-type saves it from
Ground-type attacks, it also robs it of its resistance to Ice-type attacks,
adds a weakness to Electric-type attacks, and causes Charizard to receive a
crippling quadruple damage from Rock-type attacks. Keep Charizard away from
anything you might suspect has Rock-type moves.
Once you've selected your starter, it's time to think about building an
effective team for trudging through the game. It has to be somewhat of a
ballance, here. You're going to need tool Pokemon to navigate through the
game's obstacles, while still being able to effectively dispatch enemy
trainers. If trainers are giving you problems and you find yourself running to
a Pokemon Center every-other battle, then your team is too focussed on tool
Pokemon. On the other hand, if you blow through enemy trainers yet you're
constantly finding yourself having to return to a PC to switch-out for a tool
Pokemon, then your team is too focussed on power. I'll try to help you form an
even team.
THREE ATTACKERS
Make three of your Pokemon suitable for battling other Pokemon. Your starter
is a good choice for one of these slots. The other two should be diverse and
somewhat powerful. I wouldn't suggest loading yourself down with underpowered
Pokemon such as Raticate or Linoone, nor would I advise you to use types that
are weak to the same type of attacks. Here are two examples of poorly
constructed teams:
Raticate
Pigeotto
Beedrill
This is not a very well thought-out team. Pretty much just a slew of Pomemon
captured early in the game that you kept with you. They may get you through
early stages of the game, but will be quite underpowered in the longrun. Use
Pokemon such as these only as long as it takes for you to find/capture better
ones.
Blaziken
Magneton
Rhydon
This may seem like a diverse set, but they all share one common weakness:
Ground. This sort of thing may cause problems and hardships later on. Avoid
setting up problems for yourself such as these or they will eventually come
back to haunt you.
I'm not going to recommend any combinations for you, because I believe you
should use what you like. Just keep in mind what was mentioned above and you
should be fine. Always remember - In-game trainers are terrible; don't expect
them to use remarkable battle stategies against you, because they won't.
HM WHORE
Except for Surf, HM moves are simply pure rubbish. But you're going to need HM
moves to navigate through Hoenn/Kanto, so, this is where your HM-Whore comes
into play. Although this Pokemon travels with you, its purpose is never to
battle - Only to get you to where you need to go. Here are some good examples
of Pokemon who are perfect for this role:
Hoenn:
ZIGZAGOON
HM1(Cut)
HM3(Surf)
HM4(Strength)(Linoone only)
HM6(Rock Smash)
Zigzagoons can be caught at the start of the game, and can learn three HMs for
traveling Hoenn. The fourth, Strength, can be learned once Ziggy evolves into
Linoone. Zigzagoon can also serve a second purpose: As you battle trainers,
its nifty PickUp ability will filch items for you to use. Leave this in your
party from start to finish, and by the end you should come out with your fair
share of Rare Candies, PP Ups, and King's Rocks. Plus, the Nuggets they so
often get will help line your pockets in a hurry.
TROPIUS
HM1(Cut)
HM2(Fly)
HM4(Strength)
HM5(Flash)
HM6(Rock Smash)
The undisputed king/queen of the HM Whores, Tropius is able to learn any HM
move other than the three water-related ones. Pick which four out of the five
HM moves you find will be the most useful and you'll be set. Wild Tropius can
be encountered on Route 119.
WAILMER
HM3(Surf)
HM4(Strength)
HM6(Rock Smash)
HM7(Waterfall)
HM8(Dive)
An extremely common Pokemon found when fishing, Wailmer covers all the
necessary HM moves required to navigate the waters of Hoenn, and can also use
Strength and Rock Smash, if desired.
Kanto:
NIDOKING/NIDOQUEEN
HM1(Cut)
HM3(Surf)
HM4(Strength)
HM6(Rock Smash)
It hardly matters matters which one you choose since they both learn the exact
same HMs. Only Kindoking/Queen can learn Surf, but the former evolutions can
learn any of the other moves listed.
PSYDUCK
HM3(Surf)
HM4(Strength)
HM5(Flash)
HM6(Rock Smash)
HM7(Waterfall)
HM8(Dive)(R/S)
This setup can be used just as easily in Ruby and Sapphire as it can in
FireRed. Unfortunately, Psyduck and Golduck cannot be found in the wild in
LeafGreen, so LG users won't be able to exploit Psyduck as an HM Whore unless
a friend trades them one.
SLOWPOKE
HM3(Surf)
HM4(Strength)
HM5(Flash)
HM6(Rock Smash)(Slowbro only)
HM8(Dive)(R/S)
Pretty much the same idea as Psyduck, but minus the use of Waterfall.
Waterfall is only used in Icefall Cave on Island 4, anyways, so you won't miss
it much. Also note that while Slowbro can use Rock Smash, Slowpoke cannot.
Now that you have your HM Whore covered, let's move on. This next one is
optional, but I find that it will prove useful in the longrun.
UTILITY POKEMON
This would be a Pokemon that bears moves that can help you out, be it in
battle or in the overworld. You can also mix utility moves with HM moves that
your HM Whore may not have been able to learn. Here are some examples of moves
that can prove useful on your journey:
COVET/THIEF
So long as the Pokemon using it does not have a Hold-item, this move will
steal the foe's held item and attach it to your own Pokemon. Using either of
these moves is the easiest way to stock-up on Berries on FireRed and
LeafGreen, since you won't be able to grow any yet wild Pokemon often hold
them. It also makes stealing rare items, such as Cubone and Marowak's Thick
Club, less tedious than if you were to have to capture them to see if they had
it or not. TM46, Thief, can be found as early on as Mt.Moon in FireRed and
LeafGreen, but Covet is a rarity in these two versions. In Ruby and Sapphire,
TM46 can be found in Slateport City, and the move Covet is much easier to
aquire. If you don't want to waste your Thief TM, then here is a list of
Pokemon who learn thieving moves naturally:
Hoenn Pokemon who learn Covet/Thief:
Poochyena(Lv.45)
Mightyena(Lv.52)
Zigzagoon(Lv.29)
Linoone(Lv.35)
Lombre(Lv.37)
Slakoth(Lv.31)
Skitty(Lv.31)
Illumise(Lv.37)
Kanto Pokemon who learn Covet/Thief:
Snorlax(Lv.45)
As you can clearly see, players of FireRed and LeafGreen clearly get shafted,
so you may be forced to use your Thief TM. If you are adamant about conserving
it, however, there are other ways of nabbing a foe's held item, but they won't
be as useful or as handy:
Trick will trade items between the Pokemon using it and the foe, but the user
must be holding an item and be willing to give it up. Kadabra and Mr.Mime are
two examples of Pokemon who learn this.
Knock Off won't get you the foe's held item, but it will at least let you see
if they have anything. If you see something you want which has been knocked
off, capture the Pokemon to get it. Even though you knocked it off, the
Pokemon will still be holding it when caught. Krabby and Farfetch'd are two
examples of Pokemon who learn this.
DIG(TM28)
Useful for escaping dungeons, and less expensive than Escape Ropes. The move
comes from TM28, which can be purchased in Celadon for dirt cheap in FireRed
and LeafGreen, and a single TM28 can be found on Route 114 in Ruby and
Sapphire.
SECRET POWER(TM43)
An interesting attack that adds a status effect based on the terrain you're
currently fighting in. It also allows you to make Secret Bases in the
overwolrd in Ruby and Sapphire. In Ruby and Sapphire, after receiving one as a
gift from a little boy on Route 111, they will be made available for sale in
Slateport City's fleet market. In FireRed and LeafGreen, it can be found on
Route 25 or purchased in the Celadon Dept. Store.
Those are just some examples of useful moves that can help you in or out of
battle. Like I said, a Utility Pokemon is completely optional. And you could
also mix a Utility Pokemon with a second HM Whore, which would enable you to
make a versatile slave such as:
ZIGZAGOON:
~Covet
~Dig
~Cut
~Surf
Now to move on to an important teammate no one can do without...
CATCHER
All-too often I hear complaints such as "i saw a shiney pokemon but my pokemon
were too strong to hit it!" Well, if you had planned ahead of time for such
occurances, that wouldn't have happened. That is where the Catcher comes into
play. This Pokemon is going to fill your PC Boxes and Pokedex with whatever
Pokemon your heart desires, while ensuring you waste as few Pokeballs as
possible. Let's get into what makes a good Catcher:
Sleep-inducing moves are more effective than you may think. As long as the
Pokemon is not particularly strong or rare, putting an enemy to sleep then
tossing a strong ball, such as an Ultra Ball, will usually capture it in the
first attempt even though it has full HP. Obviously, this is never going to
work on Pokemon such as Onix or Absol, as these sort of Pokemon are rarer and
tend to be more difficult to capture. Be sure to leave weak moves on your
catcher, so that if you need to attack the enemy Pokemon you don't knock them
out by accident. Moves such as Rapid Spin, Knock Off, Rock Smash, and Tackle
are good examples. They can inflict minor damage without killing much of
anything. Sonicboom and Dragonrage always do 20 and 40 damage, respectively.
They also can never critical hit, which helps you out a lot. Seismic Toss and
Nightshade do damage identical to your level, and also don't score any
critical hits. But, for the king of Pokemon-capturing moves, try and seek-out
False Swipe.
False Swipe is the absolute best move for capturing Pokemon. No matter how
much damage it causes, the foe is always left with at least 1 HP. Let's take a
look at the Pokemon who learn this useful move:
Hoenn Pokemon who learn False Swipe:
Groyvle(Lv.53)
Sceptile(Lv.59)
Seedot(egg move)
Shroomish(egg move)
Nincada(Lv.25)
Mawile(egg move)
Swablu(Pokemon Box owners only)
Zangoose(Lv.55)
Pinsir(egg move)
Heracross(egg move)
Kanto Pokemon who learn False Swipe:
Spearow(egg move)
Paras(egg move)
Farfetch'd(Lv.46)
Cubone(Lv.33)
Marowak(Lv.39)
Scyther(Lv.16)
Pinsir(egg move)
With this information, you'll wind-up with three Attackers, an HM-Whore, a
Utility Pokemon(optional), and a Catcher. So now you should have built a team
suitable for you to travel Hoenn/Kanto and perform all the major tasks
required for you to complete your journey. If you're new to Pokemon and just
starting out, then hopefully you've taken something out from reading this
guide. Hopefully this information will serve you well as you play through the
games.
~Rename Card